Actually, I would have 4 heat. I carried over two from last round, jumped six hexes (6 heat) and then fired my Large Laser (8 heat) for 16 total heat this turn (- my 12 heat sinks is 4 heat total heat built up).wolfpack wrote:Again missiles bullets and lasers fly with little contact. The garrison units continue to try and combine fire as the Crusaders pursuit lance works for better positioning.
The stinger behind Zeke lets loose with a punch hitting zekes wasp in the right arm.
[2d6] = 11
[2d6] = 3
heat phase
No added heat this round.
Init (someone roll for you)
[2d6] = 5
Depot battle
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Re: Depot battle
Re: Depot battle
your right thanksRecklessfireball wrote:Actually, I would have 4 heat. I carried over two from last round, jumped six hexes (6 heat) and then fired my Large Laser (8 heat) for 16 total heat this turn (- my 12 heat sinks is 4 heat total heat built up).wolfpack wrote:Again missiles bullets and lasers fly with little contact. The garrison units continue to try and combine fire as the Crusaders pursuit lance works for better positioning.
The stinger behind Zeke lets loose with a punch hitting zekes wasp in the right arm.
[2d6] = 11
[2d6] = 3
heat phase
No added heat this round.
Init (someone roll for you)
[2d6] = 5
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Re: Depot battle
No problem, wolfpack. 
Gene pushes Tricksie's throttle all the way forward, sprinting across the terrain, at over 97 kph, into the woods at coordinates 0601.

Gene pushes Tricksie's throttle all the way forward, sprinting across the terrain, at over 97 kph, into the woods at coordinates 0601.
Re: Depot battle
E1 stands still
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Re: Depot battle
David presses both feet down firmly and activates the Spider's jump jets. Sailing up to the northeast, he scans the field and sees some potential for surprising the half hidden mech peppering us with long range missiles. Once at the apex, he turns and throttles down to land near a pile of rubble, facing to cover the leutnant's position. "Spectre providing covering fire. Lined up to make a run on that LRM mech down south any second."
Jump to 0916 near rubble, facing 0816 with the rubble at my back.
Jump to 0916 near rubble, facing 0816 with the rubble at my back.
____________________________________________________________________________________________
- Jimmy Nguyen - Martial Artist Detective - 4e GURPS - Rebirth of Power
- David "Spectre" Coughlan - Piloting a SDR-5V - Battletech - [Mechwarrior 2] 3028 campaign
Re: Depot battle
As Spectre flies across the sky the E2 locust takes off at a sprint bringing himself at a position in Daggers rear arc with his downed partner at his back.
E1 -(stand still)
E2 - (runs Runs 8 to 0516)
E3 - (stand still)
E1 -(stand still)
E2 - (runs Runs 8 to 0516)
E3 - (stand still)
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Re: Depot battle
Zeke will move to 0414 and turn so he is facing E3.
Re: Depot battle
that takes 8 move points so counts as a runDiamond_Spear wrote:Zeke will move to 0414 and turn so he is facing E3.
E4 follows after zeke and stops in the woods in 0514.
E1 - (stand still)
E2 - (runs Runs 8 to 0516)
E3 - (stands still)
E4 - (runs 4 to 0514)
Just need ivans move and we will move to fire phase.
Re: Depot battle
Since all the enemy mechs have moved you can all go ahead declare and roll your weapons fire. i just have to wait to do enemy fire depending on where Ivan moves.
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Re: Depot battle
Ivan opts not to do much movement other than to turn and face E2 & E3 then he will fire his SRM at E3. SRM: Hit [2d6] = 6 | Location [2d6] = 10 | CritChance [2d6] = 6
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Depot battle
E1 Fires 2 lrm5 at P1
E2 fires 1 Ml and 2 MG at P1
E3 fires 1 ML at P1
E4 fires 1 ML and 1 MG at P4
Once again the fury of combat erupts as most of the enemy lance targets Lt Harlows Phoenix hawk but are unable to hit and it lands among the trees.
Shadow isn't as lucky however as the stingers laser rips across his left torso melting most the armor there.

E2 fires 1 Ml and 2 MG at P1
E3 fires 1 ML at P1
E4 fires 1 ML and 1 MG at P4
Shadow isn't as lucky however as the stingers laser rips across his left torso melting most the armor there.

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Re: Depot battle
David wipes sweat from his brow while he examines the enemy positions and thinks about how much heat those jump jet generate. Wanting to keep his heat under control, he elects to fire only a single medium laser at the fast moving, yet exposed, locust. Not surprisingly, he misses the shot.
____________________________________________________________________________________________
- Jimmy Nguyen - Martial Artist Detective - 4e GURPS - Rebirth of Power
- David "Spectre" Coughlan - Piloting a SDR-5V - Battletech - [Mechwarrior 2] 3028 campaign
Re: Depot battle
Need fire from Dagger and Shadow
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Re: Depot battle
Gene’s heart pounds in time to Tricksie’s steps, as the Phoenix Hawk races across the frozen terrain at full speed, gouging great chunks of permafrost from the earth with each loping stride. CHOOM!… CHOOM!… CHOOM!… CHOOM!
His goal is a small thicket of trees about 210 meters away. The move is risky and leaves him badly exposed to enemy fire, but Volkov is getting mauled and his lance has a rally point to make; they need to regroup and turn the tide of battle swiftly, so they can secure the heat sinks and link up with the rest of the unit.
He’s a scant 30 meters from the tree line when he dashes past Zeke’s position, who crosses behind him in the Wasp and sprints into the copse of dense wood off to Gene’s right. At the same time, the exhaust flare from Coughlin’s jump jets bathes the viewport of his cockpit in an orange glow, as the Spider goes rocketing over his head like a cruise missile, then touches down 60 meters on his left flank, to cover his rear.
The Pixie bursts into the trees just as three of the enemy ‘Mechs take the very juicy target presented to them and open up on his position. A hailstorm of lasers, missiles, and machinegun fire flies all around him, shearing limbs from trees and rending craters in the earth but somehow, miraculously, missing him. The remaining ‘Mech, a Stinger, fires its medium laser at Shadow, boiling armor from the Wasps left torso.
Cursing inwardly, Gene twists the Tricksie’s torso 45 degrees to the right and raises the Hawk’s large laser, firing a blast at the Locust (E2) at coordinates 0516 but, to his tremendous frustration, the shot goes wide.
Large Laser: Hit=[2d6] = 5 | Location=[2d6] = 9 | CritChance=[2d6] = 5
His goal is a small thicket of trees about 210 meters away. The move is risky and leaves him badly exposed to enemy fire, but Volkov is getting mauled and his lance has a rally point to make; they need to regroup and turn the tide of battle swiftly, so they can secure the heat sinks and link up with the rest of the unit.
He’s a scant 30 meters from the tree line when he dashes past Zeke’s position, who crosses behind him in the Wasp and sprints into the copse of dense wood off to Gene’s right. At the same time, the exhaust flare from Coughlin’s jump jets bathes the viewport of his cockpit in an orange glow, as the Spider goes rocketing over his head like a cruise missile, then touches down 60 meters on his left flank, to cover his rear.
The Pixie bursts into the trees just as three of the enemy ‘Mechs take the very juicy target presented to them and open up on his position. A hailstorm of lasers, missiles, and machinegun fire flies all around him, shearing limbs from trees and rending craters in the earth but somehow, miraculously, missing him. The remaining ‘Mech, a Stinger, fires its medium laser at Shadow, boiling armor from the Wasps left torso.
Cursing inwardly, Gene twists the Tricksie’s torso 45 degrees to the right and raises the Hawk’s large laser, firing a blast at the Locust (E2) at coordinates 0516 but, to his tremendous frustration, the shot goes wide.
Large Laser: Hit=[2d6] = 5 | Location=[2d6] = 9 | CritChance=[2d6] = 5
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Re: Depot battle
Cursing fit to blister battle armor Zeke once again lines up on the downed mech and cuts loose with both laser and missiles.
Re: Depot battle
Zeke looks around the battlefield and sees an opportunity to try and finish the downed mech. he moves into the woods adjacent to the one legged wasp knowing he could expose himself with such little movement.
He steadies himself as his weapon system lock on and he squeezes the trigger. He smiles to himself as the solid tone confirms weaons are still locked in. The medium laser slams into the center torso of the downed mech burning off the rest of the armor and tearing into the internals but fails to do critical damage. wires and engine parts are left exposed as the downed mech barely hangs on.
One SRM missile slams into the left arm as the other misses wide.
His joy is short lived however as the Stinger that followed him melts the armor of his left torso
Physical attack phase
He then ducks his wasps head at the last second sending the stingers punch wide
zeke can kick if he wants. you need a piloting roll (5 -1 for prone +2 for running=6) if you miss you need another piloting roll (base number) or you fall.
He steadies himself as his weapon system lock on and he squeezes the trigger. He smiles to himself as the solid tone confirms weaons are still locked in. The medium laser slams into the center torso of the downed mech burning off the rest of the armor and tearing into the internals but fails to do critical damage. wires and engine parts are left exposed as the downed mech barely hangs on.
One SRM missile slams into the left arm as the other misses wide.
His joy is short lived however as the Stinger that followed him melts the armor of his left torso
Physical attack phase
He then ducks his wasps head at the last second sending the stingers punch wide
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Re: Depot battle
Screaming in frustration and rage Zeke took careful aim and swung his right leg at the downed mech.
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Re: Depot battle
Initiative roll: Initative Roll: [2d6] = 5
Looking to disrupt the long range missile mech that has been raining in shots, David turns the Spider and opens up the full throttle. Screaming across the semi-frozen earth, he quickly closes the distance and comes to a stop just past the short building the missile armed locust has been hiding behind.
Turn and run straight south, covering 11 hexes to get near the LRM locust.
Looking to disrupt the long range missile mech that has been raining in shots, David turns the Spider and opens up the full throttle. Screaming across the semi-frozen earth, he quickly closes the distance and comes to a stop just past the short building the missile armed locust has been hiding behind.
Turn and run straight south, covering 11 hexes to get near the LRM locust.
____________________________________________________________________________________________
- Jimmy Nguyen - Martial Artist Detective - 4e GURPS - Rebirth of Power
- David "Spectre" Coughlan - Piloting a SDR-5V - Battletech - [Mechwarrior 2] 3028 campaign
Re: Depot battle
Beaten, battered, arm and engine hanging on by wires the defeated wasp shuts it's engine down.